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I ain't got the foggiest idea about steampunk technology but I wanna try some TW... so... expect a faction soon enough. After all, what's the worst that could happen, get removed from the map at turn 2?
__________________ The Pen is mightier than the Sword - when the message is written in Blood.
Heh, I think with the system I have set up, turn 2 will be pretty tricky. Could happen though.
All right, nitty gritty rules are up. I'm positive there are holes in there. Point them out, and I'll fill them in. I'll clarify any questions too.
EDIT: Stupid piece of crap forum. Ate up everything I wrote up. Why didn't I do it in Word first? Nitty gritty rules up tomorrow.
With Andre that brings us to 18. As I said, I'm okay with up to 20.
I plan to start the game either the 24th or the 1st.
Things I need to do
1) Fix any problems/errors with my rules
2) Stat up all PC nations and VIPs
3) Stat up and give a quick write up for all 20 NPC factions (I have a one sentence description of each right now)
4) Need a map. I may be able to do this one. Maybe.
5) Flags. If you haven't figured it out, flags will be used on the map. They will mark ownership of cities, and they will mark fleets attacking. I don't feel confident making flags, so I may need some help with the VIPs. Promise I'll not ask for anything elaborate.
6) Opening post.
Read your write-up on the nitty gritty rules. As a first-timer to TW, some questions;
What kind of stats would Leaders and VIPs have? As the current rules stand, it doesn't seem to make sense for a player to have a designated diplomatic VIP, such as myself and several other players seem to have; it almost looks like VIPs will need to have some combat ability at least if they are to be any use. Will diplomat VIPs have stats that will enable them to affect events in ways more militarily-inclined VIPs cannot?
Secondly, I know you've already accepted some factions here based on the current fluff, including mine; do I still have the chance to add some more fluff at a later date? In particular, I was thinking of adding some examples of Faction-specific Technologies which maybe requires investment in Innovation to activate, and have special effects.
Read your write-up on the nitty gritty rules. As a first-timer to TW, some questions;
What kind of stats would Leaders and VIPs have? As the current rules stand, it doesn't seem to make sense for a player to have a designated diplomatic VIP, such as myself and several other players seem to have; it almost looks like VIPs will need to have some combat ability at least if they are to be any use. Will diplomat VIPs have stats that will enable them to affect events in ways more militarily-inclined VIPs cannot?
Secondly, I know you've already accepted some factions here based on the current fluff, including mine; do I still have the chance to add some more fluff at a later date? In particular, I was thinking of adding some examples of Faction-specific Technologies which maybe requires investment in Innovation to activate, and have special effects.
To the first question, on VIPs, diplomatic VIPs can be just as useful as wartime ones in the right setting. VIPs, on top of the special VIP stats, also get other stats attached as well. So a crazy scientist may have ++ innovation, a diplomatic one may have + econ, + reputation, and so on. Fate is earned through any number of things, not just fighting, so when two VIPs do duel, and hteir fate comes into play, a merchant who's successfully done his trade consistently will likely be fairly even to a successful commander.
To the second, you can fluff if you want, and adding more is encouraged. If what you want to add has significantly shaped more than just your faction, but the world, check with me first. Otherwise, go for it.
the 'Vexillvm Imperii' first introduced and brought into the battle of the Barrowfields by Maximianvs II the Fearless
Brief History:
Spoiler
The Holy Imperivm is millennia-old, and was itself founded over the ashes of its precursor by the surviving lineage (namely, indipendent city-states within the imperial heartlands freeing themselves from the yoke of the invaders) of the fallen empire after decades of internal and external struggle. Cycling through phases of prosperity and decadence, the Imperivm was one of the mightiest land powers to behold, spanning a large portion of the continent in a distant time where man fought man with steel and stone, and the most advanced weapons were muskets and primitive cannons.
When nature rebelled against her despoilers, the Imperivm was already a shade of its former self, technologically stagnating and clinging desperately to a few remaining enclaves comprising mountain fortresses and scattered port-cities along the coasts. They fought the encroaching darkness, but as earthquakes shook the earth and the sea flooded the remnants of once wealthy cities they retreated and rebuilt over the slopes and mountaintops of the Alpes. Someday they will return and reclaim their land.
Culture:
Spoiler
Ethnically composed of a multitude of different people united under the imperial monoculture during their golden age, Imperials grew increasingly isolationist and xenophobic throughout the decline. Being initially surprised by airship raids prior to signing the Concordat certainly didn't help any their stance towards foreigners, for it takes long for them to forget a slight.
They speak common merchant tongues, but their official language is Neolatin. While it has fallen into disuse centuries ago, Old Latin survives within records salvaged from the world below and among scholar halls. Akin to their language, their culture is also a bewildering mix of customs as old as time itself (albeit often barbarized or misunderstood) and advanced technology.
Leader: Princèps Tomaso Loreti
Spoiler
Unlikely as it may sound, the lineage of the Vexillarii (the Imperial dinasty of the Bannerbearers) was seemingly lost just as the world below was abandoned and most of the people made a beeline for the mountain settlements. The last Imperator apparently never made it to Sarra, therefore the Imperivm is currently ruled by an elected Princèps in its stead, albeit the incumbent ruler generally retains enough influence to steer the appointment of his successor. Such is the case of Tomaso, a burly man in his late forties, who is thought to live in his powerful father's shadow even after his death. However, while his rule has been so far overtly uneventful, Tomaso realized years ago that strained relation would have led to the Concordat being voided, and has acted accordingly ever since to slowly lead his state out of its isolation.
VIPs:
Spoiler
Praefecta classis Viola Sirone - Born into a family of great military tradition, this elderly but still headstrong and resolute woman has been the supreme admiral of the Holy Fleet for over two decades.
Praefectus cohortis Flavio Aurelio Vernario - The elusive commander of the Invicta Cohort, the personal retinue of the Princèps, he serves also in the shadows as the head of internal and external security.
Cities:
Spoiler
Fassaulum Nova - High above the clouds, it was founded after the Concordat was signed by appropriately terraforming a suitable mountaintop. As of now it is the most populated and thriving imperial city, and the seat of the Princèps and his retinue.
Sarra - An ancient mountain settlement which outdates the Imperivm itself, here is where most of the people sought refuge when fleeing from the land turned uninhabitable. Traces of the past have been mostly estinguished by the march of progress, but Sarra stands as a picturesque town and seat to the Summa Aula. (the high council)
Reputation:
Spoiler
Distrustful - Imperials are somewhat cold towards foreigners, at least when first approached, and especially on their own soil.
Stats:
Spoiler
Military
< Army - Very Low The Bleak Legion is the only functioning military corp - free citizens are exempt from land army duty, with no exception. (although the old imperial belief that it is better to die wielding a weapon than to be helplessly butchered while the settlement is sacked remains widespread)
< Navy - Very High Key to the prosperity and survival of the Imperivm is their fleet. Engineers are proud of their craftworks, citizens seek out their fortune as privateers or traders, and even marine infantry and crew duty are a sought after occupation.
< Defense - Med-Low While not extensive, the defense system includes some anti-air posts and land fortifications.
Spyworks - High A sizeable amount of privateers and sleeper agents are affiliated with the Imperivm, and relay information to the Princèps. Their network is extensive and well radicated but certainly not omniscient and omnipresent.
Economy - Medium Born an autarchic country and such it remains. Industry is fairly developed and bio-agriculture produces adequate crop yields, the uneasy ties with other political entities have however stunted much potential for economic growth via trading so far.
< Wealth - Very Low The bureaucratic stance of the government tends towards spending rather than filling coffers.
Innovation - High Slow technological progress almost spelled the doom of the Imperivm whilst the world below was inhabitable, and prior to the Concordat as well. They endured those attacks only refuging in the mountain dephts, but ever since seizing their first airship from the raiders the achievements have been tangible. Big money was spent and continues being spent of innovation - the past must not repeat itself once more.
Morale - Medium It is an hell of a job to convince an imperial to bow his head in front of a foreigner (which helps with internal security); the citizens however have developed an healthy dose of "each man looks out for his own" throughout the dark ages, and they aren't as loyal to the Princèps as they were to the Imperator.
Flair: the Bleak Legion
Spoiler
Spoiler
The Bleak Legion (Legio Taetra) is the quite possibly the most peculiar imperial institution. Since the citizenry is exempt from land army duty, members are recruited exclusively among the young homeless, the poor, the jobless - in short, those who didn't quite make it. In exchange for food, lodging, and a moderate wage, the recruits are required to serve the Imperivm until death or discharge due to old age and they are forbidden to marry and to produce offspring, although in the strict sense it is almost impossible to enforce this rule beyond female legionnaires. Armed at the expense of the government and trained extensively and costantly, they make a professional army corp, both hardy and flexible. As a side note, it is also quite an effective way to curb the ranks of the desperate willing to do anything for a coin or resort to banditry.
* Personally, I find hilarious that they retain the strongly theocratic imagery of their ancestors, but lack completely even a concept of "faith". Scholars teorize "God" to be some sort of extraplanar force that was widely worshiped but somehow did not help his people during the hard times.
__________________ The Pen is mightier than the Sword - when the message is written in Blood.
All right udpate. So we have 18 now. I'll start statting all the nations up in a couple days. I'll send them out when all are completed. I'll start with those nations that are completed.
If you want to make changes to your nations, particularly your desired stats, do so this weekend.
Ascaloth PM'd me asking if I could draw a flag for him, so I figured I'd go through the thread and draw a couple while I was waiting for Borderlands 2 to drop.
oh yeah, Daelrog. i forgot to mention that my 2nd city is mentioned in my background. Coilfang. basically the main location of my army/navy with only a point or two in the other city.
__________________
"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
All right, back! All my meetings this weekend were postponed which gives me a lot more time this weekend (and less next weekend). I'll try to have everyone's stats done this weekend. Also recruitment is closed.
Re: Total War: Steampunk Skies (Recruitment closed)
All right, new update!
Things are very busy on my end, but I'm going to try to get things started on Monday. Looking at my time, it will be a lot easier if I could have someone do a map. Pretty much what's need is...
-A sky background
-Mountain peaks popping up here and there
-One cluster of mountains in the far southwest corner of the map
After that, I can add in the dots to represent the cities
Re: Total War: Steampunk Skies (Recruitment closed)
Quote:
Originally Posted by daelrog
All right, new update!
Things are very busy on my end, but I'm going to try to get things started on Monday. Looking at my time, it will be a lot easier if I could have someone do a map. Pretty much what's need is...
-A sky background
-Mountain peaks popping up here and there
-One cluster of mountains in the far southwest corner of the map
After that, I can add in the dots to represent the cities
How's this? Threw it together in ten minutes or so.
I can give you the Photoshop file too, if you want something that's easier to modify.
Re: Total War: Steampunk Skies (Recruitment closed)
Right, so Monday came and went. The reason I don't have it ready is I ended up working Saturday and Sunday. The reason I didn't post it earlier is because of internet problems.
As I continue to slowly get things started, I'll try to start putting little things here and there to pick things up again, and get everyone excited for the game's eventual start.
Re: Total War: Steampunk Skies (Recruitment closed)
Here is the flag for my nation
Spoiler
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Last edited by hydroplatypus : 10-01-2012 at 08:46 PM.
Re: Total War: Steampunk Skies (Recruitment closed)
Extra Fluff/Keeping Your Interest as I Take Too Long to Get Started #1: The big factions
The world has three major powers in the world that rise above the others. Know them well, for only through their fall can another truly claim dominance of the skies.
Zandis Trade Order: Fat, bloated, corrupt. The wealthiest of all powers, they have capitalized on the richest trade winds. Their populace is taught from an early age to be a happy cog in the wheel, their nobility taught that they have earned their privilege through blood and to continue to expand their wealth and influence. Fickle, arrogant, and dispassionate, they are hated by many, but few would bite the hand that feeds.
Triastria: The pride and joy of the skies. Their crimson banners can be seen all across the skies. They take credit for the Concordiat (though historians of other nations silently disagree), they take credit for holding back the White Souls, they believe themselves the natural rulers of the skies. They truly do believe in their code of honor, but too often that honor forgets the plight of others, including their own people.
White Souls: Monsters. Abominations. The White Souls were a terrible mistake, an experiment to replace soul with steel turning out far worse than could ever be expected. They reside in the eastern skies, storms wracking their floating cities, strange lights emmitting from their citadels. Few of been seen these last generations, but stories and accounts tell of things more machine than man, both in body and mind. There was only one crusade against them since after the signing of the Concordiat, the White Souls not a part of it. A coalition of six nation sent forces, and not one returned.